How to set the 'Y' axsis when building structures?

I wish to be able to build my structures on the same Y axis, right now the game seems to place them randomly. 

 

I figure there must be something somewhere that governs what the random Y axis is, e.g. between 100 and -100.

I want to find this and set it to zero. Why?, i hear you say.  Well the way i place my turrets and hangers is designed to make maximum use of overlapping fields of fire.  However getting the pattern correct is difficult, this is compounded by multiple structure being on a different Y axis

 

Y=Height between the north and south poles

 

BTW: is it Y or Z?

Any help would be appreciated

Thanks

3,933 views 7 replies
Reply #1 Top

Z Axis = Up and down or north pole to south pole.

There is a Z axis key in the keybinds for ship movement but not strictures. Structures are all built on the equatorial plane. I know it sucks. A space game thats basically a ground map with invisible ground.

Reply #2 Top

hmm, must be something wrong with mine then, cause my structures vary in height, not by much, but enough to be noteacable, and it seems to be random between the tallest and the shortest ponts, what i want to do is change the varible or whatever the two numbers that govern the random placement are to 0, assuming that that means that all structures will be level with the equator of the planet.

Reply #3 Top

When I place something like a turret it often appears some distance away from my mouse cursor. If I shift-place them I can sometimes place 2, maybe even 3 without moving my cursor. I don't know whether the x and y coordinates are randomised too or that's just a projection effect (because I don't play with a perfect top-down view most of the time)

I have failed to find the values in the gameplay.constants file, so I guess it's hardcoded. Remember ships automatically stack up to huge walls too (at least when I order 100+ ships to phase jump as a group)

Reply #4 Top

Quoting myfist0, reply 1
Z Axis = Up and down or north pole to south pole.

There is a Z axis key in the keybinds for ship movement but not strictures. Structures are all built on the equatorial plane. I know it sucks. A space game thats basically a ground map with invisible ground.
End of myfist0's quote

Actually, they aren't.

Quoting Grizzly256, reply 2
hmm, must be something wrong with mine then, cause my structures vary in height, not by much, but enough to be noteacable, and it seems to be random between the tallest and the shortest ponts, what i want to do is change the varible or whatever the two numbers that govern the random placement are to 0, assuming that that means that all structures will be level with the equator of the planet.
End of Grizzly256's quote

No, that's completely normal. It's likely however that there's no way to edit the placement.

Quoting Photoloss, reply 3
When I place something like a turret it often appears some distance away from my mouse cursor. If I shift-place them I can sometimes place 2, maybe even 3 without moving my cursor. I don't know whether the x and y coordinates are randomised too or that's just a projection effect (because I don't play with a perfect top-down view most of the time)

I have failed to find the values in the gameplay.constants file, so I guess it's hardcoded. Remember ships automatically stack up to huge walls too (at least when I order 100+ ships to phase jump as a group)
End of Photoloss's quote

It happens with as few as 20 ships.

Reply #5 Top

IIRC, in the structures entity files there is a minimum distance setting that adjusts how close the structure can be to another structure. This might slightly offset the Z. 

Reply #6 Top

Just refer to the right-hand rule (correction left-hand rule) when it comes to 3d space

Z is the direction to the camera so the direction you are talking about is the Y direction, although it is kinda ambiguous, you can change the game engine to y or z when it come height and depth directionality

Reply #7 Top

So I guess all this time I needed to set the Z axis control to move ships  :typo: . Just confusing a simple question. Z is up or down in sins.

Sins is not a 3d modeling program which is why all the models need to be rotated to work in sins.